It’S About the People, Not Just the Games

It’S About the People, Not Just the Games

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  • Author: Paul Kenyon
  • Publisher: LifeRich Publishing
  • ISBN: 1489708081
  • Category : Sports & Recreation
  • Languages : en
  • Pages : 260

Theres no one in Rhode Island who has covered as many sporting events in as many places as Paul Kenyon. Over his fifty-year career as a journalist (including thirty-seven years at The Providence Journal), he covered the Boston Red Sox, the New England Patriots, University of Rhode Island basketball, high school sports, all things golf, and other sports. As much as he enjoyed watching and writing about the games, it was getting to know what the coaches and athletes were like as people that most held his attention. Tom Brady, for instance, used his smarts as much as his talent to win big games. Tiger Woods has done much for himself and society, but he could do so much more. Lamar Odom is an easy man to like, but hes always lacked maturity. Whether its national events such as Major League baseball playoffs, the Super Bowl, the NCAA Basketball Tournament and Ryder Cup Golf or regular season matchups between arch rivals, Kenyon tells stories that focus on the people behind the scores. Join Kenyon as he celebrates his love of writing, athletics, and teamwork in Its about the People, Not Just the Games.


It's Not Just a Game

It's Not Just a Game

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  • Author: Heledd Jenkins
  • Publisher:
  • ISBN:
  • Category :
  • Languages : en
  • Pages :


100 Group Games: Skills in Facilitating Group Games

100 Group Games: Skills in Facilitating Group Games

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  • Author: Ping Kwong Kam
  • Publisher: City University of HK Press
  • ISBN: 9629376415
  • Category : Social Science
  • Languages : en
  • Pages : 216

Games help drive engagement, achieve goals, and ultimately promote development within a group. As such, it is important for group facilitators to be equipped with game skills to ensure a lively, vibrant, and motivated atmosphere. This book includes four theoretical essays by experienced game facilitators regarding the concept, practice sharing, and application skills of group game facilitation, as well as a collection of 100 practical group games covering ice-breaking, mutual understanding, group cooperation, and problem solving. This list of games is built on the experiences and contributions of the author and social work students. -------------------------------------------------------- “A key strength of this book is that it has been developed by teachers in collaboration with students. This highly unusual aspect of the book both gives voice to students and demonstrates the commitment of the authors to collaborative learning.” – Steven M Shardlow, Professor Emeritus of Social Work, Keele University, United Kingdom Editor-in-Chief, The Journal of Social Work “...a solid, well-organized, and high-quality resource for social work colleagues, students, and instructors. It is a welcome addition to the professional literature on social work with groups and will likely enhance the advancement of group work practice in many parts of the world.” – Adolf Ka Tat Tsang Professor, Factor-Inwentash Faculty of Social Work University of Toronto, Canada


Women in Gaming: 100 Professionals of Play

Women in Gaming: 100 Professionals of Play

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  • Author: Meagan Marie
  • Publisher: Dorling Kindersley Ltd
  • ISBN: 0241395062
  • Category : History
  • Languages : en
  • Pages : 354

Women in Gaming: 100 Professionals of Play is a celebration of female accomplishments in the video game industry, ranging from high-level executives to programmers to cosplayers. This insightful and celebratory book highlights women who helped to establish the industry, women who disrupted it, women who fight to diversify it, and young women who will someday lead it. Featuring household names and unsung heroes, each individual profiled is a pioneer in their own right. Key features in this book include: *100 Professionals of Play: Interviews and Special Features with 100 diverse and prominent women highlighting their impact on the gaming industry in the fields of design, programming, animation, marketing, voiceover, and many more. *Pro Tips: Practical and anecdotal advice from industry professionals for young adults working toward a career in the video game industry. *Essays: Short essays covering various topics affecting women in gaming related careers, including "Difficult Women: The Importance of Female Characters Who Go Beyond Being Strong," "NPC: On Being Unseen in the Game Dev Community," and "Motherhood and Gaming: How Motherhood Can Help Rather Than Hinder a Career." *"A Day in the Life of" Features: An inside look at a typical day in the gaming industry across several vocations, including a streamer, a voice actor, and many more.


Didn’t Anyone Ever Tell You? It’s All A Game!

Didn’t Anyone Ever Tell You? It’s All A Game!

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  • Author: Andrew J. Mullaney
  • Publisher: Troubador Publishing Ltd
  • ISBN: 1800464339
  • Category : Self-Help
  • Languages : en
  • Pages : 384

If you are a mentor, wish to be mentored, or are seeking to be the very best version of yourself, then this book is for you. It cuts across the generations in the form of a handy, easy to read guide to surviving and sometimes winning at life. Using the game of snakes and ladders as a constant theme and analogy, each chapter covers many of the challenges and dilemmas that we all face on a daily basis. Andrew encourages you to take everything on with full consciousness and gives practical advice, tips, examples and experiences from his life and career as well as sharing others’ stories too. This also includes the opportunity to learn from some of the mistakes he’s made over the years, which he bravely and honestly shares throughout. At the end of every chapter, you will find a bullet point summary of ladders to climb, helping you secure quick wins, as well as the snakes - i.e. pitfalls - to avoid. This means you can take away what you feel is most relevant to you in a quick “grab” style format. This book is one that will get you questioning why things happen and how you can influence the game of life much more that you realise. Ultimately, you’ll learn how to get the best possible outcome for you as you roll the dice and make your next move.


House of Commons - Culture, Media and Sport Committee: Supporting The Creative Economy - Volume I: HC 674

House of Commons - Culture, Media and Sport Committee: Supporting The Creative Economy - Volume I: HC 674

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  • Author: Great Britain: Parliament: House of Commons: Culture, Media and Sport Committee
  • Publisher: The Stationery Office
  • ISBN: 9780215062444
  • Category : Business & Economics
  • Languages : en
  • Pages : 428

This report warns that the extraordinary success of the UK's creative industries may be jeopardised by any dilution of intellectual property rights and the failure to tackle online piracy. The Committee also strongly condemns the failure of Google in particular to tackle access of copyright infringing websites through its search engine. Such illegal piracy, combined with proposals arising from the Hargreaves review to introduce copyright exceptions, and a failure to strengthen copyright enforcement as envisaged by the Digital Economy Act 2010, together threaten the livelihoods of the individuals and industries that contribute over £36 billion annually to the UK economy. Also, the Olympics No Marketing Rights scheme is excessively restrictive and is preventing British creative companies from realising the benefits they deserve from the Olympic legacy. The Committee calls for: a central champion of Intellectual Property in Government to promote and protect the interests of UK intellectual property; the maximum penalty for serious online IP theft to be increased to 10 years imprisonment, in line with the punishment for such offences in the physical world; more evidence and scrutiny before any exceptions to copyright such as those suggested by Hargreaves are applied; redoubled efforts to ensure that the video games tax credit is approved by the European Commission and introduced as soon as possible; reforms to the income tax and tax reliefs systems to recognise adequately the freelance nature of much creative work; greater recognition of the importance of arts subjects in the curriculum.


Intelligent Technologies for Interactive Entertainment

Intelligent Technologies for Interactive Entertainment

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  • Author: Mark Maybury
  • Publisher: Springer
  • ISBN: 3540316515
  • Category : Computers
  • Languages : en
  • Pages : 344

This book constitutes the refereed proceedings of the First International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2005 held in Madonna di Campiglio, Italy in November/December 2005. Among the intelligent computational technologies covered are adaptive media presentations, recommendation systems in media scalable crossmedia, affective user interfaces, intelligent speech interfaces, tele-presence in entertainment, collaborative user models and group behavior, collaborative and virtual environments, cross domain user models, animation and virtual characters, holographic interfaces, augmented, virtual and mixed reality, computer graphics and multimedia, pervasive multimedia, creative language environments, computational humour, etc. The 21 revised full papers and 15 short papers presented together with 12 demonstration papers were carefully reviewed and selected from a total of 39 submissions. The papers cover a wide range of topics, including intelligent interactive games, intelligent music systems, interactive cinema, edutainment, interactive art, interactive museum guides, city and tourism explorers assistants, shopping assistants, interactive real TV, interactive social networks, interactive storytelling, personal diaries, websites and blogs, and comprehensive assisting environments for special populations (impaired, children, elderly).


The Palgrave Handbook of Paralympic Studies

The Palgrave Handbook of Paralympic Studies

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  • Author: Ian Brittain
  • Publisher: Springer
  • ISBN: 1137479019
  • Category : Sports & Recreation
  • Languages : en
  • Pages : 687

This handbook provides a critical assessment of contemporary issues that define the contours of the Paralympic Movement generally and the Paralympic Games more specifically. It addresses conceptualisations of disability sport, explores the structure of the Paralympic Movement and considers key political strategic and governance issues which have shaped its development. The Palgrave Handbook of Paralympic Studies is written by a range of international authors, a number of whom are senior strategists as well as academics, and explores legacy themes through case studies of recent Paralympic games. Written in the wake of the 2016 Rio Paralympic Games, it provides an assessment of contemporary challenges faced by the International Paralympic Committee and other key stakeholders in the Paralympic Movement. Its critical assessment of approaches to branding, classification, social inclusion and technological advances makes this handbook a valuable resource for undergraduate study across a range of sport and disability related programmes, as well as a point of reference for researchers and policy makers.


Mobile & Social Game Design

Mobile & Social Game Design

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  • Author: Tim Fields
  • Publisher: CRC Press
  • ISBN: 1466598689
  • Category : Computers
  • Languages : en
  • Pages : 238

Successfully Navigate the Evolving World of Mobile and Social Game Design and Monetization Completely updated, Mobile & Social Game Design: Monetization Methods and Mechanics, Second Edition explains how to use the interconnectedness of social networks to make "stickier," more compelling games on all types of devices. Through the book’s many design and marketing techniques, strategies, and examples, you will acquire a better understanding of the design and monetization mechanics of mobile and social games as well as working knowledge of industry practices and terminology. Learn How to Attract—and Retain—Gamers and Make Money The book explores how the gaming sector has changed, including the evolution of free-to-play games on mobile and tablet devices, sophisticated subscription model-based products, and games for social media websites, such as Facebook. It also demystifies the alphabet soup of industry terms that have sprouted up around mobile and social game design and monetization. A major focus of the book is on popular mechanisms for acquiring users and methods of monetizing users. The author explains how to put the right kinds of hooks in your games, gather the appropriate metrics, and evaluate that information to increase the game’s overall stickiness and revenue per user. He also discusses the sale of virtual goods and the types of currency used in games, including single and dual currency models. Each chapter includes an interview with industry leaders who share their insight on designing and producing games, analyzing metrics, and much more.


The Equal Classroom

The Equal Classroom

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  • Author: Lucy Rycroft-Smith
  • Publisher: Routledge
  • ISBN: 1351033921
  • Category : Education
  • Languages : en
  • Pages : 264

How much thinking have you done about gender? What does it feel like to be gay, trans or non-binary at school? How unbiased, safe and inclusive are our teachers, our schools and our systems, and what can we do about it? The time is ripe for a re-think, and the issues are pressing. Our pupils are grappling with challenges around gender and sexuality, and they need our well-informed support. Providing evidence, prompts and the space to explore the implications, restrictions and constructs of gender, this book is here to help every teacher reflect on issues around gender roles and expectations in their class. In this challenging and potent book, experts, academics and campaigners join forces to contribute important perspectives to complement Rycroft-Smith’s own accessible and often provocative explanations of many facets of gender and sexuality, including media, literature, toys, clothing, sexism, expectations, sexuality, gender roles, harassment and consent. Humour and anecdotes are thoughtfully intertwined with fascinating insights into biological and cultural perspectives and societal norms, highlighting why it’s so vital to teach pupils about gender issues, as well as modelling consent, good quality relationships and tolerance to children at all ages and stages of their school career. Providing clear, practical policy recommendations in an accessible and engaging way, The Equal Classroom is an essential read for any teacher or education professional who wants to ensure their school is a place where all pupils feel truly welcome and able to flourish, comfortable and safe in their emerging identities.